Drake Hollow was the first game that I worked on with The Molasses Flood and with a core development team of 12, it required a lot of different design work. For each feature I worked on, I was responsible for designing the feature, creating the prototype and then programming it as multiplayer functioning and shippable blueprint code.
Drake Hollow is available on Xbox and Steam. Link to the game here
My main responsibilities on this project included:
- Monster designs and move set implementation
- Monster behavior tree and animation graph implementation
- Balancing enemy and game wide combat values
- Camp improvement designs and implementation
- Balance work for the camp values and drake needs based on 1 to 4 players
- Drake behavior tree and animation graph implementation
- Player animation graph implementation
- Player combat kit design and balance tuning
- Drake interaction design and functionality
- Lots of bug-fixing and refactoring!
Since we had such a small development team I also took on smaller responsibilities including:
- UI Design
- UX Programming
- Camera design and functionality
- Music Manager design and implementation
Bramble Beatdown Post Launch Content
After the game launched, I designed and implemented features in the Bramble Beatdown combat post launch patch to successfully improve the combat experience. Some of these features include:
- Greatly improved enemy attack decision making
- Parrying
- Combat lock on
- Enemy variations and buffs for the enemies
- Greatly improved attack magnetism
- I frames